adds the grenadier belt and permafrost'd tiles

This commit is contained in:
datlo
2018-12-17 11:53:28 +00:00
parent 5ebb32331c
commit 3f2804c8bf
8 changed files with 104 additions and 6 deletions
+1
View File
@@ -198,6 +198,7 @@
#define TURF_WET_WATER 1
#define TURF_WET_LUBE 2
#define TURF_WET_ICE 3
#define TURF_WET_PERMAFROST 4
#define APPEARANCE_UI_IGNORE_ALPHA RESET_COLOR|RESET_TRANSFORM|NO_CLIENT_COLOR|RESET_ALPHA
+8
View File
@@ -565,6 +565,14 @@ GLOBAL_LIST_INIT(uplink_items, subtypesof(/datum/uplink_item))
cost = 11
surplus = 0
/datum/uplink_item/dangerous/grenadier
name = "Grenadier's belt"
desc = "A belt containing 25 lethally dangerous and destructive grenades."
item = /obj/item/storage/belt/grenade/full
cost = 22
surplus = 0
gamemodes = list(/datum/game_mode/nuclear)
/datum/uplink_item/dangerous/emp
name = "EMP Grenades and Implanter Kit"
desc = "A box that contains two EMP grenades and an EMP implant. Useful to disrupt communication, \
@@ -2,7 +2,7 @@
/obj/item/grenade/gas
name = "Plasma Fire Grenade"
name = "plasma fire grenade"
desc = "A compressed plasma grenade, used to start horrific plasma fires."
origin_tech = "materials=3;magnets=4;syndicate=3"
icon = 'icons/obj/grenade.dmi'
@@ -18,7 +18,33 @@
target_turf.air_update_turf()
qdel(src)
/obj/item/grenade/gas/plasma
icon_state = "plasma"
/obj/item/grenade/gas/knockout
name = "Knockout Grenade"
name = "knockout grenade"
desc = "A grenade that completely removes all air and heat from its detonation area."
spawn_contents = SPAWN_20C | SPAWN_N2O
spawn_contents = SPAWN_20C | SPAWN_N2O
/obj/item/grenade/gluon
desc = "An advanced grenade that releases a harmful stream of gluons inducing radiation in those nearby. These gluon streams will also make victims feel exhausted, and induce shivering. This extreme coldness will also wet any nearby floors."
name = "gluon grenade"
icon = 'icons/obj/grenade.dmi'
icon_state = "gluon"
item_state = "flashbang"
var/range = 4
var/rad_damage = 60
var/stamina_damage = 30
/obj/item/grenade/gluon/prime()
update_mob()
playsound(loc, 'sound/effects/empulse.ogg', 50, 1)
for(var/turf/T in view(range,loc))
if(isfloorturf(T))
var/turf/simulated/F = T
F.MakeSlippery(TURF_WET_PERMAFROST)
for(var/mob/living/carbon/L in T)
L.adjustStaminaLoss(stamina_damage)
L.apply_effect(rad_damage, IRRADIATE)
L.adjust_bodytemperature(-230)
qdel(src)
@@ -8,5 +8,20 @@
/obj/item/grenade/syndieminibomb/prime()
update_mob()
explosion(src.loc,1,2,4,flame_range = 2)
explosion(src.loc, 1, 2, 4, flame_range = 2)
qdel(src)
/obj/item/grenade/syndieminibomb/concussion
name = "HE Grenade"
desc = "A compact shrapnel grenade meant to devastate nearby organisms and cause some damage in the process. Pull pin and throw opposite direction."
icon_state = "concussion"
/obj/item/grenade/syndieminibomb/concussion/prime()
update_mob()
explosion(src.loc, 0, 2, 3, flame_range = 3)
qdel(src)
/obj/item/grenade/syndieminibomb/concussion/frag
name = "frag grenade"
desc = "Fire in the hole."
icon_state = "frag"
@@ -302,6 +302,48 @@
item_state = "utility"
use_item_overlays = 1 // So it will still show tools in it in case sec get lazy and just glance at it.
/obj/item/storage/belt/grenade
name = "grenadier belt"
desc = "A belt for holding grenades."
icon_state = "assaultbelt"
item_state = "assault"
storage_slots = 30
max_combined_w_class = 60
display_contents_with_number = 1
can_hold = list(
/obj/item/grenade,
/obj/item/lighter,
/obj/item/reagent_containers/food/drinks/bottle/molotov
)
/obj/item/storage/belt/grenade/full/New()
..()
new /obj/item/grenade/smokebomb(src) //4
new /obj/item/grenade/smokebomb(src)
new /obj/item/grenade/smokebomb(src)
new /obj/item/grenade/smokebomb(src)
new /obj/item/grenade/empgrenade(src) //2
new /obj/item/grenade/empgrenade(src)
new /obj/item/grenade/gluon(src) //4
new /obj/item/grenade/gluon(src)
new /obj/item/grenade/gluon(src)
new /obj/item/grenade/gluon(src)
new /obj/item/grenade/chem_grenade/facid(src) //1
new /obj/item/grenade/gas/plasma(src) //2
new /obj/item/grenade/gas/plasma(src)
new /obj/item/grenade/syndieminibomb/concussion/frag(src) //10
new /obj/item/grenade/syndieminibomb/concussion/frag(src)
new /obj/item/grenade/syndieminibomb/concussion/frag(src)
new /obj/item/grenade/syndieminibomb/concussion/frag(src)
new /obj/item/grenade/syndieminibomb/concussion/frag(src)
new /obj/item/grenade/syndieminibomb/concussion/frag(src)
new /obj/item/grenade/syndieminibomb/concussion/frag(src)
new /obj/item/grenade/syndieminibomb/concussion/frag(src)
new /obj/item/grenade/syndieminibomb/concussion/frag(src)
new /obj/item/grenade/syndieminibomb/concussion/frag(src)
new /obj/item/grenade/syndieminibomb(src) //2
new /obj/item/grenade/syndieminibomb(src)
/obj/item/storage/belt/military/abductor
name = "agent belt"
desc = "A belt used by abductor agents."
+8 -2
View File
@@ -20,7 +20,7 @@
/turf/simulated/proc/burn_tile()
/turf/simulated/proc/MakeSlippery(wet_setting = TURF_WET_WATER) // 1 = Water, 2 = Lube, 3 = Ice
/turf/simulated/proc/MakeSlippery(wet_setting = TURF_WET_WATER) // 1 = Water, 2 = Lube, 3 = Ice, 4 = Permafrost
if(wet >= wet_setting)
return
wet = wet_setting
@@ -30,7 +30,10 @@
wet_overlay = null
var/turf/simulated/floor/F = src
if(istype(F))
wet_overlay = image('icons/effects/water.dmi', src, "wet_floor_static")
if(wet_setting >= TURF_WET_ICE)
wet_overlay = image('icons/effects/water.dmi', src, "ice_floor")
else
wet_overlay = image('icons/effects/water.dmi', src, "wet_floor_static")
else
wet_overlay = image('icons/effects/water.dmi', src, "wet_static")
overlays += wet_overlay
@@ -83,6 +86,9 @@
if(!(prob(30) && M.slip("icy floor", 4, 2, tilesSlipped = 1, walkSafely = 1)))
M.inertia_dir = 0
if(TURF_WET_PERMAFROST) // Permafrost
M.slip("icy floor", 0, 5, tilesSlipped = 1, walkSafely = 0, slipAny = 1)
/turf/simulated/ChangeTurf(var/path)
. = ..()
queue_smooth_neighbors(src)
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